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10,828 Commits over 3,867 Days - 0.12cph!

1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
EACServer experiments / debugging (continued)
1 Year Ago
Adding missing lock around EACServer tick
1 Year Ago
More EACServer lock experiments
1 Year Ago
Removing stopwatch / forced cycle from all worker threads (redundant since 79169)
1 Year Ago
Only log one warning when SkeletonProperties.boneReference is null (instead of spamming one for every bone)
1 Year Ago
Compile fix
1 Year Ago
Increasing MaxReadQueue, MaxWriteQueue and MaxDecryptQueue values to 5000 on the server
1 Year Ago
Adding profiler samples to BaseNetwork.EnqueueWrite
1 Year Ago
Adding protect and unprotect locks to EACServer (debugging / testing)
1 Year Ago
Merge from main
1 Year Ago
More granular locking Added warning when main thread is stalling (waiting for write thread)
1 Year Ago
When kicking / disconnecting a connection, make sure the decrypt thread isn't currently using it
1 Year Ago
Merge from main
1 Year Ago
Adding several convars to configure and debug multithreaded networking
1 Year Ago
Merge fix
1 Year Ago
Merge from main
1 Year Ago
Resolving roads being too straight
1 Year Ago
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
1 Year Ago
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
1 Year Ago
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
1 Year Ago
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
1 Year Ago
Fixed TerrainPlacementMap issues when used on custom maps
1 Year Ago
Merge from main
1 Year Ago
Pool performance issue debugging
1 Year Ago
Merge from main
1 Year Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
1 Year Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
1 Year Ago
Merge from main
1 Year Ago
Fixed several errors during demo playback
1 Year Ago
Merge from main
1 Year Ago
More server build bullshit
1 Year Ago
Merge from main
1 Year Ago
Removing fullscreen exclusive mode from settings as it provides worse performance than fullscreen window mode in Unity 2021.3 Changed all existing configs to use fullscreen window mode Enable fullscreen exclusive mode when launched with "-window-mode exclusive" startup parameter
1 Year Ago
Explicitly pass 0 as preferredRefreshRate when calling Screen.SetResolution
1 Year Ago
Merge from multithreaded_networking_3 (disabled by default)
1 Year Ago
Network++
1 Year Ago
Merge from main
1 Year Ago
Removing the need for decryptIncoming and encryptOutgoing connection flags
1 Year Ago
Restoring old connection "connected" flag behaviour
1 Year Ago
Reapply on new branch
1 Year Ago
Subtracting multithreaded_networking_2 (problem with world.transfer)
1 Year Ago
Merge from main
1 Year Ago
Another attempt at using the new server build target
1 Year Ago
Merge from multithreaded_networking_2 (disabled by default)
1 Year Ago
Fixed DemoClient not returning NetRead to pool
1 Year Ago
Merge from main